News Story

For Honor Patch Notes - Patch 1.18 January 2018

Three stories broke about Ubisoft's release of For Honor back on launch week: all of them about balance issues and bug patches. Closing off the first week of release, another update has begun making rounds in an attempt to fix some of the issues still affecting the game.

And because we can likely see these bug and content patches being dished out for quite some time yet, what better reason to set up a classic 'Changelog' post to better account for the varied updates being thrown around left, right and centre. With a sizable content patch already being teased, it's likely Ubisoft plans to keep a warrior's heart beating for a while after release; and we're willing to keep people up to date.

For Honor - Patch v1.18

January 2018's patch from Ubisoft adds loads of bug fixes and improvements, as well as some PC-specific issues to do with graphics settings, tabbing and button prompts. You can find further Patch Note details here, although you won't find more than our Changelog below:

Fighters:

All Heroes

We fixed multiple instances of soft feints and flickers regarding attacks, guardbreaks and dodges when playing within 100 ms latency.

Developer Comments: "We hope that by removing the ability to soft feint consistently, these cases will not be exploitable anymore. The outcome being dependent on the latency between you and your target."

Fixed an issue that allowed players, on an extremely short reaction window, to dodge out of certain death situations when thrown off ledges. This issue only occurred on specific ledges.

Fixed an issue where players would effectively miss their “Drop Attack” when opponent is unbalanced.

Fixed an issue that caused the throw to interrupt the player that performed it. The throw can still interrupt other players in its path.

Fixed an issue that allowed player to feint a guardbreak by quickly performing heavy attack after blocking the opponent.

Fixed an issue that caused a conflict in between trying to activate an interactive object while a teammate is reviveable in the interaction area.

Peacekeeper

Fixed an issue that could make the “Zone Attack” very hard to block while feinted during Revenge.

Conqueror

Reduced the tracking of the Conqueror’s “Sprint Attack”.

Fixed a clipping issue for the “Garrot” Execution while performed by a female Conqueror.

Lawbringer

Reduced the tracking of the Lawbringer’s “Impaling Charge”.

Fixed an issue that caused the Lawbringer's target to not fall off ledges if he is hit by an external Shove during the “Impaling Charge” or “Impaling Riposte”.

Fixed an issue that caused the opponent body to fly in air when executed with the “Long Shot” execution.

Warlord

Reduced the tracking of the Warlord’s “Sprint Attack” and “Jump Attack”.

Fixed an issue with the Warlord’s “Auto-Revive” feat after being killed in the ballista.

Valkyrie

Valkyrie’s “Shield Charge” can now be cancelled by going out of lock.

Shugoki

The Stun of the “Headbutt” will now correctly be affected by “Debuff Resistance” gear.

Fixed an issue that caused “Crashing Thunder” not to be interrupted by the Aramusha’s “Blade Blockade” or any other that move that offers Uninterruptible Stance.

Orochi

Orochi “Storm Rush” can now be cancelled by going out of lock.

Shinobi

After any hit, the Shinobi did not reinitialize his charge when Heavy Attack is still held. Now the charge of the Shinobi works (in term of input) like the charge of the Conqueror for example.

Shinobi is now vulnerable to guardbreak during the last 400ms (from 200 ms) of the “Front Roll Kick” Recovery.

Shinobi could perform “Sickle Rain” combo on an ally. This is now fixed.

When you perform a “Tackle” then lock your target just before the impact, your target was interrupted instead of unbalanced. This is now fixed.

Reduced the tracking of the Shinobi’s “Tackle”.

Shinobi was able to use his “Super Sprint” without consuming stamina for a short period of time. This is now fixed.

Updated the “Super Sprint” animation on the Shinobi, fixed some animation issues going from “Sprint” to “Super Sprint” while climbing stairs.

Centurion

Reduced the tracking of the Centurion’s “Eagle’s Fury” and “Eagle’s Talon”.

Fixed an issue that caused soldiers to interrupt the Centurion while he was using “Out of Lock” attacks on Minions.

The Centurion could soft feint a guardbreak into a “Fuscina Ictus”. This is now fixed.

The Centurion "Charged Jab" move did not knock down the opponents. This is now fixed.

Added a missing sound effect when the Centurion pulls his sword out during a finish kill and does not perform an execution.

Gladiator

Reduced the tracking of the Gladiator’s “Sprint Attack” and “Crowd Pleaser”.

When the opponent dodged the “Bamboozle” too early, the punch would hit the opponent without contact. This is now fixed.

Highlander

Added a missing sound effect for the Highlander’s “Fomorian Kick”.

Shaman

Removed Uninterruptible Stance property from the first 100ms of “Predator's Mercy”. “Predator's Mercy” will now be properly interrupted if another player hits the victim within 100ms of Predator’s Mercy hitting.

Opponent who stands up after “Predator's Mercy” can now activate Revenge 300 earlier after being bitten, and 500ms earlier when standing up from an external Hit.

A Shaman who is hit at the very end of the stand-up of “Predator's Mercy” (after the Bite) will now play a regular hit reaction, rather than the special hit animation that we used when she has yet to stand up.

”Predator's Mercy” Bite no longer counts as a "Light" in the list of previous hits shown in the "Killer Info".

Can no longer perform “Predator's Mercy” on an opponent who just died.

Fixed the “Predator’s Mercy” incorrectly affecting the snapping while the opponent is bleeding.

When Out Of Stamina, Shaman can no longer Dodge or guardbreak out of a Heavy Finisher.

Priority of cancels from Heavy Finisher to Dodge and guardbreak has been swapped. Now, guardbreak is higher priority than dodge – this should reduce the flicker of the icon.

Fixing an animation bug that occurred while feinting the Shaman's heavy pounce attacks.

Shaman's ''Woosh'' sound effect continued after cancelling the second heavy. This is now fixed.

Aramusha

Increased the damage of “Fury Unleashed” to 30 (from 25).

Adding Uninterruptible Stance property to Fury Unleashed.

Increased the damage of “Twin Vipers” to 40 (from 35).

Increased the damage of “Ring the Bell” to 15 (from 10).

Increased the Stamina damage of “Ring the Bell” to 20 (from 10).

Increased the damage of the Basic Side Heavy Attack to 30 (from 25).

Reduced the start up of the Basic Top Heavy strike to 600ms (from 700ms).

Fixed an issue that prevented Aramusha from becoming unbalanced when an opponent in “Revenge” parries his “Twin Vipers”.

The Aramusha could be guardbroken out of a right side light attack. This is now fixed.

Maps:

Viking Village

Fixed an issues that caused the “Barrel Trap” to not execute the Shaman and the Aramusha.

Tribute:

Fixed an issue that caused “Friendly Fire” to make players drop the flag.

Fixed an issue that cause players to be interruptible while the opponent is interacting with the “Offering”.

Fixed an issue that allowed the Players to interact with the “Offering” after placing it in a “Shrine”.

Added a missing sound effect during the Win Confirm timer.

Fixed an issue that caused the interaction sound effect to continue playing after being interrupted.

Duel Tournament:

Fixed an issue that caused some user interface and audio to persist until Faceoff screen while joining a match from the "Deploy Troops" menu.

Fixed an issue that caused the Tournament matchmaking user interface to disappear upon receiving an error of matchmaking time out.

Fixed an issue that caused the “Rank Update” interface to be displayed after a match ends in a Tie.

Fixed an issue that caused the “Next Map” interface to sometimes remain displayed at the end of a Tournament.

Fixed an issue that caused a Quit Penalty to trigger when leaving a Tournament after being eliminated in the Qualifiers.

Fixed an issue that caused some elements of the Tournament Lobby to remain displayed after abandoning a Tournament.

Fixed an issue that displayed the wrong player count while matchmaking.

Faction War:

On the end match reward screen, we added an interface to display how players earned their Troops.

Developer Comments: "Players earn Troops based on the length of the match and their Score's rank against the scores of all the players in both teams. We expose these values when you hover over the Troops icon in the end flow to make it more transparent."

Added a weather icons above the territory’s icon and name.

Added an message for Isolated Territory & Capital Territory to clarify that Territories that are not connected to a Capital while be turned over to another Faction once the current Battle is over.

Added an icon to emphasize the selected Player's Faction.

User Interface:

Fixed a case that might have caused the user to join a match in progress and remain in stuck Tactical View for the whole game.

Player is not redirected back to the Events Playlist after pressing the "Back" button from the Faction War Tactical View invoked from Events Playlist. This is now fixed.

Fixed Map Overview while in match for some game modes that were not displaying the correct info.

PC:

Fixed an issue that caused the game to start without focus when display option is set to “Windowed” or “Borderless Windowed”.

While modifying the game settings, the “Apply Changes” pop up is not displayed if the payer leaves the menu by going directly to the Social tab.

Fixed the mouse clickable area of the Tab switch interaction for Duel, Brawl & Events Playlists.

Gear thumbnail displayed previously scavenged gear when scavenging with keyboard and mouse. This is now fixed.

Incorrect button depiction is shown for 'Close' button when toggled between Auto and PS4 in 'Control Icon Display” option while an Xbox 360 controller is connected or vice versa.

Fixed an issue that caused Post Launch Heroes to not unlock properly when bought with Keyboard and Mouse. The player was presented with a second Unlock pop up.

The recruit button does not to work when clicked with the mouse in the Hero's customization menu. This is now fixed.

For Honor - Patch v1.12

Ubisoft has revealed that it will be performing some maintenance today for a Matchmaking bug introduced in v1.11. The maintenance will begin at 8AM EDT / 12 PM UTC and end at 8:30AM EDT / 12:30 PM UTC. This will then allow you to download the For Honor - Patch v1.12.

Changelog:

Fixed a matchmaking issue, introduced in V1.11, that significantly increased the occurrence of error 4000009 : “You cannot join the session because it is full”.

For Honor - Patch v1.09

There's a lot going on in this patch without it adding a major increment to the build number. Essentially reworking the 'Revenge' mechanic, some are seeing it as complete overhaul of the combat system as a whole. And they're not all too pleased. You can read more of the specifics over here, but we'll list the patch notes down below.

Changelog:

Time Snap has been disabled

On respawn, players are invulnerable to Guard Break and Melee Attacks.

Added Menu options to set rules for exiting Guard Mode when it’s set to Toggle.

Ladders

Disabled Stamina Regen while using Ladder.

Pressing B now forces the player into a Ladder Slide for 300ms.

Stamina cost of 25 has been moved from the Ladder Slide Hit to the Ladder Slide attempt.

Fixed an inconsistency causing players not to be able to reach their opponent while in fights on uneven ground.

Fixed the aim assist on Ballista in Story mode.

Thick Skin

Added a 3 second cooldown when hit.

Flesh Wound

Added a 3 second cooldown when hit

NOTE: The feat’s in game description was not updated

Deadly

Added a 3 second cooldown when hitting an enemy

User Interface

The positioning of the information and options have been adjusted in the Multiplayer Menu

Visual, wording and icon location adjustments made on the Scavenger Page

The player expression tile for the Back of the Ninja said ‘’Chest and Back’’, yet only modified his back. This has been edited to only indicate “Back”

Improved legibility of the Orders Page

On PC: Right-clicking on a binding in the Key Mapping page will unbind

Visual adjustments in the Map Vote tab were made to improve clarity. Now it’s easier to understand when the Mode will also change (and not only the map).

Before a match, during Face-Off, players will now be able to see their skill relative to their allies and the enemy team.

The relation is calculated from the team and opponent Skill average against player’s skill rating.

Before a match, during Face-Off, the Reputation Score of each player (sum of all Reputations Levels reached on each Hero) is now displayed by default.

All players’ Hero Reputation Level and Gear Stat Level are still available on the page “Hero Overview” that can be triggered during the same Face-Off phase.

3 different types of colorblindness are now supported by the game: Protanopia, Deuteranopia and Tritanopia.

Colorblind support is now available on the Faction War Interface, all Multiplayer modes and the fight feedback.

Colorblind is not supported in Story Mode.

Story Mode

The interaction feedback when climbing the wall using a grapple was improved to better reflect the required inputs.

Multiplayer

Battle Instance: When the Centurion's Kick and the opposing Raiders Stampede Charge collide, the Raider's attack would land, yet he would still receive the Guardbreak icon. This has been resolved, and the Raiders faster ability will land without him receiving Guardbreak.

Berserker Moveset - Super Armor icon is now properly on Head Slicer, and not on Spin Chop.

Swapped the order of the two, so all the Super Armor moves are nicely in a row.

Getting killed by the environment will no longer show the damage taken by the enemy prior.

The visuals displayed when killed in Dual Mode by the sawblade in The Shipyard Map have been adjusted.

Added the option to use many neutral color swatches as Defenders or Attackers

Updated Ornaments to increase team identification and make sure the material type of the ornament adapts to the material type of the helmet.

When the timer runs out in the End of Match Lobby and a user is browsing the Heroes Menu, the match couldn't proceed. This issue has been solved.

To avoid confusion, the title for the Multiplayer Activity Settings page has been replaced by “Parameters”.

For easier access, the Key Mapping Menu has been moved from the Controls Page to Options Page

When flipping on an axis in the emblem editor, the rotation value will be refreshed

Player Progression

Added the option to use any of the saved Emblems in the Hero Customization

We improved our orders and contracts system based on the community feedback to have: More balanced rewards based on Order completion difficulty and time, a better distribution of objectives and difficulty and more stackable orders

The rewards to complete the orders was rebalanced to match the average time it takes for each objective to be completed:

Daily Order 1: From 400 steel and 300 XP to 300 steel and 200 XP (less rewards, but easier goals)

For Honor - Patch v1.08

Quit penalties. A hallmark of multplayer gaming that should always be present one way or another. For Honor launched without such system despite having a worldwide algorithm turning even a simple 3v3 matchup into a fight that effected every player - more or less. Today, that will be fixed. Will everything be right in the world once more? Unlikely. But it's a start.

Fixed a bug causing the Shinobi to get stuck in objects after performing a Deflect.

Kensei

Removed the Unblockable icon from the chains “Spirit of Inevitability”, “Form of the Dragon”, “Doom of the Kensei”.

Added the Unblockable icon to the Top Heavy Finisher Unblockable on the left side panel.

Added entry for Superior Block on Dodge.

Peacekeeper

Added information about Heavy Attack cancel into Guard Break

Maps

Fixed the bug where the player would enter ladder climb animations without reaching the ladder.

General visual bug fixes in DLC maps.

Fixed a bug where minor drops would cause the hero to fall over.

UI

Fixed the Volkoff Blade and Glymiron Hilt that were inverted for the Warlord.

Fixed the dagger blade and weapon hilts that were inverted for the Peacekeeper.

Winged 1 ornament name changed to to Daubeny’s Shame

10-armed Monk ornament name changed to 12-armed Monk

Progression

Players will now be rewarded for completing Player vs AI matches.

The Centurion “Centaur” ornament has been gifted to all players due to a bug in the unlock condition.

The Shinobi “Pious” ornament has been gifted to all players due to a bug in the unlock condition.

The “A Reservist” trophy will be awarded the next time you deploy war assets if you had previously reach the requirement but had not received the reward.

Orders

The Shinobi character now treated as an Assassin Class.

The Centurion character now treated as a Hybrid Class.

These changes allow the heroes to complete the appropriate orders for their hero Class.

Quit Penalty

The player will receive a warning message about the penalty before quitting the match.

If the player proceeds to Quit (via the in game menu or Alt+F4) they will receive a 10 minute matchmaking penalty.

This penalty is also applicable to all group members if their leader leaves.

There is a 30 second grace window (duration is adjustable) at match start to account for incomplete groups/matchmaking issues.

The quit penalty only applies to games played through matchmaking.

For Honor - Patch v1.06

Moving along swiftly, we're already looking at Title Update 1.06. Sure, they may not be the most robust of updates - they're hardly adding much in the way of new content right now - but it's still a solid attempt to appease an otherwise dwindling community.

If you want to hear the observations that made Ubisoft make specific changes, they're included with the official patch notes over on their page. To skip the fluff, read on;

Changelog:

Network

Data exchanges between players are now more resilient to network fluctuations.

Multiple performance improvements increasing the framerate both in game menus and during matches.

The LODs (Level of Detail) on ambient FX are now dynamically adjusted during matches, when required, to help ensure optimal performance.

Fixed a performance degradation when the XBOX One home panel was being opened which sometimes triggered a simulation resynchronization.

Session/Match

Reduced the rematch timer from 90 to 60 seconds.

We are now able to activate Join-in-Progress at the end of the match. When we activate it at a later date, players leaving the session will be replaced by new players during the End Lobby. This will allow new matches to occur more frequently without the need to quit lobby and go back to matchmaking.

Fixed a bug causing a session to split, during matches under certain conditions, leaving each player in its own session with bots.

Messaging

Improved resync messages displayed during matches to clearly display the cause of the resyncs.

Fixed rotation so that victim of Hurricane Blast always faces the Orochi when stabbed

Shugoki

Charge of the Oni no longer knocks down on contact

Charge of the Oni’s 400ms startup is fully dodgeable

Charge of the Oni trajectory can no longer be adjusted with the left stick

Shugoki cannot regenerate stamina during Charge of the Oni

For Honor - Patch v1.05

Ubisoft's For Honor Patch v1.05 has been released today and it includes an absolutely colossal amount of changes and fixes for the game. Improvements have been made to fights, fighters, feats, game modes, gear stats and lots of fixes to help problems PC users may have been experiencing. The full patch notes are below, but make sure you get some milk and cookies ready:

Developer comments: Superior Block visual feedback used to be inconsistent across characters. In general we make the weapon or shield flash for the duration of the Superior Block. Some characters like the Warden for instance had their entire body flash, because we were afraid it wouldn’t be visible enough on the sword only for the Top Light opener. However, the full body flash was often mistaken for the Uninterruptible Stance visual effect which is also full body. So we’ve updated the Warden’s feedback to be only on the sword. We did the same for the Kensei’s Dodge.

Developer comments: we’ve removed the ability to cancel Shield Tackle into Guardbreak in a past update. Unfortunately at the time, we couldn’t update the Valkyrie’s Moveset page. It’s done now.

Tutorial

Updated Guardbreak Tutorial text for more clarity on Counter Guardbreak.

Developer comments: The Guard Break Interrupt tutorial had a hint saying “Interrupt enemy Guard Breaks by pressing when they start”. The “when they start portion” was confusing people. In order to be more accurate, that text will now change to “when the enemy connects”.

Guardbreak

Counter Guardbreak ability is no longer affected by the Debuff Gear Stat.

Developer comments: Guard Break can be countered if you press Guard Break within 200ms. The way we’ve handled this mechanic so far caused that time window to shrink if you were using Gear with Debuff Duration Stat. It wasn’t intended, so we’ve updated how this works to guarantee the 200ms Guardbreak Interrupt window regardless of Gear. Guard Break cannot be interrupted if done on a target that is in a Recovery, Dodge or Attack.

Assassins

Assassins not falling Unbalance when thrown out of stamina is resolved.

Developer comments: Another issue the community picked up on. In some cases, Assassins were able to prevent Unbalance from happening when thrown while out of stamina. It happened because of their specific Guard Switch. When buffered just at the moment they got guard broken, it would bypass the Unbalance. This issue is now resolved.

Revenge

Revenge activation no longer interruptible by Emotes.

Barracks

Fixed inverted Kensei Emotes “Wipe Blade” and “Arm and Armed”.

Developer comments: "Wipe Blade" & "Arm and Armed" emote videos and descriptions were inverted. This change will not swap emotes for users but rather fix the menu displaying the wrong info.

FIGHTERS

Nobushi

Hidden Stance input improvement

Developer comments: There was an issue with the Nobushi’s Hidden Stance input causing the downward angle detection on the right stick not to work consistently with the other Full Block Stances. It’s resolved now, the Hidden Stance input works the same as Full Block Stances.Lawbringer

Using Shove on an enemy about to fall used to change their fall reaction

(enemy would land on their feet instead of falling on their back).

Warlord

Blocking External Attacks while in Full Block Stance now costs stamina

Berserker

Heavy Finishers hit areas updated

Developer comments: This addresses the “phantom hit” issue. We’re changing the data of the Heavy Finishers hit areas so that the animation and hit area look more in sync. However, the issue at stake here is more complex. Fixing the hit areas will help with the issue, but we have a more robust fix coming for this in the future that has to do with our targeting rules. Stay tuned for more details in the future.

FEATS

Regenerate

Health regeneration only works from Idle

Health regeneration set to 12HP per tick (from 10HP)

Developer comments: Regenerate could be exploited by fighting enemies Out of Guard Mode. The Warlord could just release lock, take hits, and the Feat would regenerate his HP without much of a challenge. This is not a behavior we want to encourage. By enabling the HP regeneration only in Idle, Regenerate now is efficient in safe scenarios only, which is more aligned with its intended purpose. We’re also increasing its regeneration rate in order to compensate for the loss of regeneration on hits.

Shield Basher

Shield Basher functionality will no longer be partially deactivated on death.

GAME MODES

Elimination

Boosts are no longer available for pick-up at round start, they now appear 20 seconds after each round starts.

The time to pick up a Boost has been increased from 1 second to 2 seconds.

Skirmish

The following changes have been made to help shorten the average match length:

The Hero Single pick option has been added to custom matches, accessed on the rules page.

GEAR STATS

Fixes

Attack and Defense stats no longer apply when in Revenge mode. Only the Revenge Attack and Revenge Defense stats apply when in Revenge.

Debuff Resistance will no longer reduce the Guardbreak Counter window of opportunity.

Revenge gain by Defense is now applied only when you block or parry a hit.

Revenge gain by Injury is now only applied when you get revenge from taking damage.

Rebalancing

Revenge mode Defense (found on Weapon slot 2, usually hilt)

maximum bonus decreased from 48.2% down to 32.1%

maximum penalty decreased from -16.1% to -10.6%

Revenge gain by Defense (found on Weapon slot 2, usually hilt)

maximum bonus decreased from 36.2% down to 24.1%

maximum penalty decreased from -12.1% to -8.0%

Revenge mode attack (found on Weapon part 3, usually guard)

maximum bonus decreased from 48.2% down to 24.1%

maximum penalty decreased from -16.1% to -8.0%

Revenge mode duration (found on Helm part)

maximum bonus decreased from 54.0% down to 25.0%%

maximum penalty decreased from -18.0% to -8.3%

Sprint Speed (found on Chest part)

The maximum bonus decreased from 18% down to 9%

The maximum penalty decreased from -6.0% to -3.0%

ORDERS

All Daily Orders and Contract Orders can now be done in PvP and PvAI without distinction.

Added Daily Orders that can be done regardless of the game mode you play.

VARIOUS

Team icons disappear from the chat window once the chat has timed out.

Players will no longer be paired on the same team when paying in 1v1 Duel after re-inviting a player who has quit

PC SPECIFIC

General

FIXED: Some players with newer Mobile Graphics Cards are unable to switch the game to exclusive full screen mode

FIXED: Game sometimes gets stuck for 15-20 seconds on the “Exit to World map” pop-up after completing a match

FIXED: Game freeze on the World Map for some players

FIXED: Game gets stuck on processing message after confirming outfit purchase pop up when social page is in the background

FIXED: Uplay achievement title and description are inversed for "Complete the Samurai Chapter"

FIXED: Payment window does not disappear when closing the Uplay overlay with the mouse

UI

FIXED: Scrolling in the Moveset screen affecting both lists at the same time (Hero Specific & Moves)

FIXED: Players are unable to apply background or Symbols for a second time after opening and closing the Uplay overlay

FIXED: Game gets stuck on processing/need more steel screen on confirming the feat purchase pop up while hero preview is in background

FIXED: In-game error messages not supporting 21:9 resolution

FIXED: Selection area of Feats in story mission loadout is too big

FIXED: Multiple broken mapped icons

FIXED: Keyboard layout screen is missing when a steam controller is connected

FIXED: Placeholder button prompt are displayed after disconnecting and reconnecting a steam controller

FIXED: Item thumbnail doesn't get refreshed properly if the player clicks an item while dismantling another in the scavenge reward screen

FIXED: Mouse click for the client does not work on the warning pop-up, after the host leaves any PvAI session

FIXED: "Scroll Up" and "Scroll Down" buttons on Credits page are not clickable

FIXED: Tips on Controls page contain old button prompts when a player makes changes in Key mappings and then performs Reset to Default

FIXED: Mouse wheel scrolling through parameters of Custom Match on Map Overview is not functional

FIXED: Input is not disabled if game is minimized or an overlay (UPlay, Steam) is visible

Controls

FIXED: Nobushi hidden stance having a smaller input cone than other "down" stances

FIXED: Nobushi hidden stance is not working with Steam Controller native controls

FIXED: Steam Controller not switching to menu binding when opening the Menu while in Guard mode

FIXED: in-game menu is not invoked when a PS4 controller is disconnected

Chat

“ALL Chat” is now the default scope for text chat in the Duel Game mode

FIXED: Players are unable to use text chat in the lobby on re-match

Windows

FIXED: Windows key is now working in borderless and exclusive fullscreen when in the menus

FIXED: Win+Shift+Arrow key behavior in borderless and fullscreen:

It was possible to move the window outside the viewable space

It was not following the microsoft standard "wraparound" o It was not working with Arrow UP/DOWN

FIXED: When minimizing after using the shortcut, the game went to the wrong monitor

PATCH NOTES V1.05.1

HEROES

Peacekeeper

Zone Attack

Zone Attack first strike is now set up as a light attack to trigger an interrupt reaction on block.

Cancelling a blocked Zone attack while in Revenge will now force an exit of 600ms preventing you from attacking again.

Zone Attack UI indicator will now correctly start at the beginning of the animation instead of 100ms later.

Developer comments: In its current state, Peacekeeper’s Zone Attack has very low risk and very high reward even on block. Revenge also makes the Peacekeeper nearly unstoppable with the ability to repeat the Zone Attack cancel without Stamina penalty. With these changes the move is still a very good opener but will no longer give you a frame advantage on block. Fixing the UI stance indicator’s timing will also make the Zone Attack feel more consistent with its actual timing of 400ms. It will remain one of the fastest moves in the game but the fact that it is always coming from the same stance makes it manageable.

Developer comments: Blocking Sidestep Strike provides initiative only on a few match ups, so we’re increasing the Regular Block recovery on this attack in order to increase these match ups. Sidestep Strike damage is currently too good compared to Riposting Stab, making Deflect feel too much of a risk compared to basic Dodge. By reducing the damage on Sidestep Strike and increasing the damage on Riposting Stab we hope to restore a more balanced risk / reward between Dodge and Deflect. One last thing about the Peacekeeper, we’re aware of the issues expressed by the community over her Light > Light Spam. Even though we’re not addressing it in this update, we’re currently looking into it so expect changes in the near future.

Warlord

Headbutt

Stamina cost increased to 15 (from 12).

Dodge window increased by 200ms.

Miss Recovery reduced to 700ms (from 800ms).

Miss Recovery branching into Attack delayed by 200ms.

Developer comments: Dodging the Headbutt can be quite frustrating so we’re increasing its Dodge window of opportunity to make Dodge more consistent while maintaining its great initiation potential. Increasing the Miss recovery and delaying the branching into Attack will make the Headbutt more punishable depending on how early you Dodge and which punish move you have out of Dodge. We also increased the Headbutt’s Stamina cost a little to punish people who spam it too much.

Full Block Stance

Bug Fix> Stamina cost could be doubled in some cases. We’ve fixed it.

Can no longer be chained into Headbutt unless an attack has been blocked.

Developer comments: A bug caused the Stamina cost of the Full Block Stance to be applied twice, it’s now fixed. We’ve also removed the option to Headbutt from Full Block Stance idle in order to reduce the amount of options you have to counter from Full Block Stance which is currently very strong. You can still Headbutt out of Full Block Stance after a block. But by removing it from Full Block Stance idle, we want to reduce the Warlord’s ability to interrupt any attempt at attacking him or baiting him while in his Full Block Stance.

Kensei

Helm Splitter

Helm Splitter can now chains directly into the Chain Finisher (rather than the 2nd hit in the chain).

Swift Strike

Swift Strike can now chains directly into the Chain Finisher (rather than the 2nd hit in the chain).

Developer comments: Kensei’s mix-up from the Unblockable Top Heavy is where Kensei can play mindgames, but the third hit in a chain is very difficult to reach in competitive play. By making it reachable immediately after a Dodge attack, Kensei should be able to apply more pressure.

Side Light attacks

Side Light Attack opener startup decreased from 700ms to 600ms.

Developer comments: Kensei’s initiation is currently based around the Top Heavy Feint into Top Light. By speeding up Kensei’s Side Light openers we want to provide more initiation options from idle.

Designer comments: These attacks just had to be blocked, and they gave up a free Guardbreak (which led to big damage). We want players to feel they are able to attack more often – and making these safe on block is one step towards that goal.

Berserker

Super Armor

Super Armor is now applied on all 2nd and later attacks in chains (used to be applied after 4th).

Note: Moveset page is not updated in this version.

Berserker no longer requires the preceding attack to hit or be blocked to count towards applying Super Armor.

Developer comments: Berserker’s identity is based on relentless attacking, but the requirement to land 4+ hits is too much in current competitive play. Putting the Super Armor buff on all of the 2nd attacks in the chains means that now Berserkers can access this reliably, and could be used to trade against reacting Shugokis and Warlords with their Super Armor. We’ve removed the Stamina cost reduction to prevent the Berserker from using infinite chains for too long now that we’ve moved the Super Armor buff to 2 hits. We’ll keep an eye on that for further balancing.

Deflect

Deflect transitions into Guardbreak after 500ms (reduced from 700ms).

Developer comments: Speeding up the Deflect is meant to help against Peacekeeper and Valkyrie. This will now let Berserker Deflect their Light > Light chains without being stopped by the 2nd Light.

Designer comments: To prevent free Guardbreak on block. Change is applied on all chained Light Attacks out of Guard Mode to be consistent with their Guard Mode counterpart.

Conqueror

Full Block Stance

Hit and Bump recoveries can no longer chain directly into Full Block Stance.

Developer comments: Conqueror’s ability to flow to Full Block Stance from hit/bump reactions made it extremely hard to open even after a successful hit. For instance, Warden’s Shield Bash couldn’t confirm into Light > Light combo. By removing these transitions, we want to remove the Conqueror’s ability to use Full Block Stance as a panic button.

Developer Comments: Shield Bash Riposte and Mix Up are extremely hard to punish even if you Dodge because they have defense on Start-Ups, Hit and Miss Recoveries. Removing the ability to defend on these moves should make Conqueror more punishable. We’ve also fixed a bug on Shield Bash, Riposte and Mix Up that allowed Conqueror to counter Guardbreak from these moves’ recoveries; which was an exception from our generic rule that Guardbreak cannot be countered from Recovery.

Heavy Attacks

Heavy Attack openers damage increased to 25 (from 23).

Out of Guard Mode Heavy Attack openers now have the same damage and hit areas as their Guard Mode counterpart.

Developer Comments: Heavy Attack openers are buffed to 25 damage, because players regen health to 25. In duels, the Conqueror had a difficult time hitting the killing blow when it was only 23 damage, because the opponent wanted to run-away and regen out of killing range. We know Conqueror is a strong character right now - this minor buff is purely to make the end-of-match faster and more exciting, not to strengthen the Conqueror.

Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack opener and finisher out of Guard Mode to be consistent with their Guard Mode counterpart.

Lawbringer

The Long Arm

The Long Arm now guarantees a Side Heavy Attack (but not Top Heavy).

Developer comments: The Long Arm is an iconic move of the Lawbringer, but before it only connected to a guaranteed light. Now it connects to a guaranteed heavy, which should make the risk of launching this move more worthwhile. This heavy can start the Swift Justice chain, which now also features a faster light after that heavy.

Developer comments: Part of Lawbringer’s identity is to be a Counter Attacker. Before, only the Light Riposte was guaranteed. Now, Impaling Riposte and Make Way are also guaranteed. Lawbringer players can choose the best option for the current situation: Light Riposte’s new Stun property is meant to help you enter your chain, Impaling Riposte can run the opponent to a wall, and Make Way’s new Super Armor can be useful when you’re outnumbered. We’re also increasing the input branching to go from Light Riposte recovery to Chain in order to make it less challenging input-wise.

Swift Justice (HLH)

Light Attack startup decreased to 500ms (from 700ms).

Top Light Attack damage increased to 15 (from 10).

Side Light Attack damage increased to 15 (from 8).

Book, Chapter and verse (LHL)

Top Heavy Attack startup decreased to 1000ms (from 1100ms).

Side Heavy Attack startups decreased to 900ms (from 1000ms).

Top Heavy attack damage increased to 35 (from 20).

Side Heavy attack damage increased to 30 (from 20).

Top Light Finisher attack damage increased to 15 (from 10).

Side Light Finisher attack damage increased to 15 (from 8).

Judge, Jury and Executioner (LHH)

1st Top Heavy Attack startup decreased to 1000ms (from 1100ms).

1st Side Heavy Attack startups decreased to 900ms (from 1000ms).

Heavy Finisher Unblockable attack damage increased to 45 (from 30).

Developer comments: General damage buffs should make the Lawbringer more able to kill the opponent through combat. Some of the chains’ attacks are now faster as well, which we hope will allow the Lawbringer to successfully land hits a bit more frequently. This should help the Lawbringer in Duels but not make him too much stronger in 4v4 game modes where he is already dangerous.

Shove

Removed Super Armor from Hit and Miss Recoveries.

Developer comments: Shove’s Uninterruptible Stance property was active throughout the build-up and recoveries. It’s now going to be only on the build-up.

Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack finisher out of Guard Mode to be consistent with its Guard Mode counterpart.

For Honor - March 30 Update

Elite outfits make their appearance, Steel has been increased and a few new maps should now have made their repeated debuts. For those who fell victim to the 8-hour long Ubisoft server outage back on March 28, expect 3 days of Champion Status to compensate. The rest is down below;

Changelog:

River Fort Map

We will re-introduce River Fort by end of day today

We plan to re-introduce High Fort as soon as possible if everything goes well with River Fort.

Increased Steel Income

We are increasing the overall income of Steel on all matches and Orders across all platforms. Here are the new rates:

All matches Steel income are increased by 25%

Daily Orders Steel income are increased by 33%

Side Orders Steel income are increased by 50%

Community Orders Steel rewards are increased from 500-1000 to 2000 Steel

New Hero Customization

We are bringing you a brand new Elite Outfit per hero (12 total). This week’s update includes:

The Battlefield Chic Outfits for the Knights

The Death Ravens Outfits for the Vikings

The Death Blossoms Outfits for the Samurai

Compensation for March, 28 Outage

We will grant all players a 3-day Champion Status for the 8 hours outage.

We are also investigating the Faction War rewards and will correct the situation soon.

For Honor - v1.04

They might not be calling this one a hotfix - but that's essentially what it is. There's little reason to even announce this one, but it's just another reason for the Steam community to throw their hate into the comments section as the playbase dwindles further. Those enjoying the game, however, might enjoy it .01% more now. Here we go;

Changelog:

Various bug fixes to slightly improve performance and match stability.

Addressed the Conqueror graphical glitch introduced in the last Live Update as part of our ongoing session stability fixes.

For Honor - v1.03 Hotfix 2

The people aren't too happy with Ubisoft's methods of attempting to fix a game that, in their eyes, should never have been broken in the first place. With connection and crash issues still wide-spread, the latest hotfix attempts to squash two known error codes while introducing a death animation glitch at the same time. It was planned!

Changelog:

Identified and utilised a fix to reduce the likelyhood of #6000018 and #6000039 errors

For Honor - v1.03 Hotfix 1

In the continued effort to fix the issued presented to those wanting to play on integreated GPUs that don't quite fall in line with the game's requirements, players will be able to proceed through the warning message and try regardless. There's a few other changes, too;

Changelog:

Players with Intel Integrated Graphics below the minimum specification can now proceed past the warning message rather than having the game exit to desktop.

As requested by the community, the Post-Match screen “QUIT TO DESKTOP” option has been removed.

A memory leak happening under specific circumstances with UPnP has been fixed.

Improved AFK detection.

For Honor - v1.03

Balancing out a few more champions, this update might look small, but it will likely have some considerable effect on matches going forward. For one, there's a minor delay added to the Warlord's 'Full Block' stance - so timing it key.

Full Block Stance was not intended to be a reactive tool to replace all other defense methods. The Full Block stance has been delayed from instantaneous activation to a 200ms delay after the input. This will also fix some replication bugs.

Valkyrie

Shield Tackle Full Block property was not intended to be a reactive tool to replace all other defense methods. The Shield Tackle Full Block property has been delayed from instantaneous on activation to a 200ms delay after the input. This will also fix some replication bugs.

Conqueror,

To fix some replication bugs, the Heavy Attack Interrupt Block animation has been delayed from immediate to a 100ms delay after the input.

Kensei

Fixed a bug that caused Unblockable Top Heavy to cancel back into itself. This was never intended to work like that.

Shugoki

Fixed a bug on Charged Heavy Attack hitting twice and being un-parryable when releasing lock during the attack. This was never intended to work like that.

For Honor - Hotfix 1

Shortly after the game's release, Ubisoft issued a post detailing common work-arounds for bigger bugs that were plaguing player experiences. Attempting to actually deal with some of these gives us the first, of likely many, official hotfixes. Let's see what they've done;

Changelog:

Easy AntiCheat

FIXED: Updated the error messaging for certain Easy AntiCheat notifications to make them more user friendly

FIXED: Error that was incorrectly blocking some players from entering the game

General

Steam Controller users will no longer be kicked as inactive (AFK) when providing controller input

Addressed bugs in the the shutdown process

FIXED: game sometimes storing borderless in the options on shutdown

FIXED: game still showing in taskbar after pressing x. When clicked you would see a small window without borders that closes shortly after.

Addressed several PC startup/full screen bugs

FIXED: game starting in window mode when clicking somewhere else during startup

FIXED: game switch display mode twice on startup

FIXED: game switching to borderless when ALT+ENTER after previous switch to full screen failed

Fixed the caching of settings on game minimization

FIXED: Incorrect window positions being stored in options when game is minimized

A message will now be displayed on BOOT if Intel GPU driver is below min specs

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wolfsrain

I fully agree. Siege is a miracle. Everything else, sadly...EA did the same with the same SW: Battlefront and the sales were quite under the expectations. The game now sells in sales at around 10-15 euro (last price being for the Ultimate Edition).
People will flock to an open-beta because they want to check the game, to know if it worths their money. Some just want to try it out of curiosity. Very few of them will actually buy the game. As the genre has a large number of offers, the competition is quite deadly. Word of mouth is even deadlier than a gaming site/magazine review. The big guys did not adapt. And they really need to, if they want to stay relevant. Big franchises went down due to a poor understanding of the today's market and customers (Deus Ex as an example, Hitman, Civilization, Mafia, Just Cause are just a few names that had poor sales on PC due to mismanagement and a lack of understanding of the today's potential customers).
Thing is: the big guys are always slow to change. They are to set in their ways. Recently Warner just shot themselves in the foot with the SP in-game microtransactions. A testimony to the fact that they did not understood anything about today's PC market. The dinosaurs frome the upper management need to go, if the companies want to stay relevant..